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python如何画立方体

发表于:2024-10-09 作者:千家信息网编辑
千家信息网最后更新 2024年10月09日,小编给大家分享一下python如何画立方体,相信大部分人都还不怎么了解,因此分享这篇文章给大家参考一下,希望大家阅读完这篇文章后大有收获,下面让我们一起去了解一下吧!立方体每列颜色不同:# Impor
千家信息网最后更新 2024年10月09日python如何画立方体

小编给大家分享一下python如何画立方体,相信大部分人都还不怎么了解,因此分享这篇文章给大家参考一下,希望大家阅读完这篇文章后大有收获,下面让我们一起去了解一下吧!

立方体每列颜色不同:

# Import librariesimport matplotlib.pyplot as pltfrom mpl_toolkits.mplot3d import Axes3Dimport numpy as np    # Create axisaxes = [5,5,5]  # Create Datadata = np.ones(axes, dtype=np.bool)  # Controll Tranperencyalpha = 0.9  # Control colourcolors = np.empty(axes + [4], dtype=np.float32)  colors[0] = [1, 0, 0, alpha]  # redcolors[1] = [0, 1, 0, alpha]  # greencolors[2] = [0, 0, 1, alpha]  # bluecolors[3] = [1, 1, 0, alpha]  # yellowcolors[4] = [1, 1, 1, alpha]  # grey  # Plot figurefig = plt.figure()ax = fig.add_subplot(111, projection='3d')  # Voxels is used to customizations of# the sizes, positions and colors.ax.voxels(data, facecolors=colors, edgecolors='grey')

立方体各面颜色不同:

import matplotlib.pyplot as pltimport numpy as np  def generate_rubik_cube(nx, ny, nz):    """    根据输入生成指定尺寸的魔方    :param nx:    :param ny:    :param nz:    :return:    """    # 准备一些坐标    n_voxels = np.ones((nx + 2, ny + 2, nz + 2), dtype=bool)     # 生成间隙    size = np.array(n_voxels.shape) * 2    filled_2 = np.zeros(size - 1, dtype=n_voxels.dtype)    filled_2[::2, ::2, ::2] = n_voxels     # 缩小间隙    # 构建voxels顶点控制网格    # x, y, z均为6x6x8的矩阵,为voxels的网格,3x3x4个小方块,共有6x6x8个顶点。    # 这里//2是精髓,把索引范围从[0 1 2 3 4 5]转换为[0 0 1 1 2 2],这样就可以单独设立每个方块的顶点范围    x, y, z = np.indices(np.array(filled_2.shape) + 1).astype(float) // 2  # 3x6x6x8,其中x,y,z均为6x6x8     x[1::2, :, :] += 0.95    y[:, 1::2, :] += 0.95    z[:, :, 1::2] += 0.95     # 修改最外面的面    x[0, :, :] += 0.94    y[:, 0, :] += 0.94    z[:, :, 0] += 0.94     x[-1, :, :] -= 0.94    y[:, -1, :] -= 0.94    z[:, :, -1] -= 0.94     # 去除边角料    filled_2[0, 0, :] = 0    filled_2[0, -1, :] = 0    filled_2[-1, 0, :] = 0    filled_2[-1, -1, :] = 0     filled_2[:, 0, 0] = 0    filled_2[:, 0, -1] = 0    filled_2[:, -1, 0] = 0    filled_2[:, -1, -1] = 0     filled_2[0, :, 0] = 0    filled_2[0, :, -1] = 0    filled_2[-1, :, 0] = 0    filled_2[-1, :, -1] = 0     # 给魔方六个面赋予不同的颜色    colors = np.array(['#ffd400', "#fffffb", "#f47920", "#d71345", "#145b7d", "#45b97c"])    facecolors = np.full(filled_2.shape, '#77787b')  # 设一个灰色的基调    # facecolors = np.zeros(filled_2.shape, dtype='U7')    facecolors[:, :, -1] = colors[0]    # 上黄    facecolors[:, :, 0] = colors[1]     # 下白    facecolors[:, 0, :] = colors[2]     # 左橙    facecolors[:, -1, :] = colors[3]    # 右红    facecolors[0, :, :] = colors[4]     # 前蓝    facecolors[-1, :, :] = colors[5]    # 后绿     ax = plt.figure().add_subplot(projection='3d')    ax.voxels(x, y, z, filled_2, facecolors=facecolors)    plt.show()  if __name__ == '__main__':    generate_rubik_cube(4, 4, 4)

彩色透视立方体:

from __future__ import divisionimport numpy as npfrom mpl_toolkits.mplot3d import Axes3Dfrom mpl_toolkits.mplot3d.art3d import Poly3DCollectionfrom matplotlib.pyplot import figure, showdef quad(plane='xy', origin=None, width=1, height=1, depth=0):    u, v = (0, 0) if origin is None else origin    plane = plane.lower()    if plane == 'xy':        vertices = ((u, v, depth),                    (u + width, v, depth),                    (u + width, v + height, depth),                    (u, v + height, depth))    elif plane == 'xz':        vertices = ((u, depth, v),                    (u + width, depth, v),                    (u + width, depth, v + height),                    (u, depth, v + height))    elif plane == 'yz':        vertices = ((depth, u, v),                    (depth, u + width, v),                    (depth, u + width, v + height),                    (depth, u, v + height))    else:        raise ValueError('"{0}" is not a supported plane!'.format(plane))    return np.array(vertices)def grid(plane='xy',         origin=None,         width=1,         height=1,         depth=0,         width_segments=1,         height_segments=1):    u, v = (0, 0) if origin is None else origin    w_x, h_y = width / width_segments, height / height_segments    quads = []    for i in range(width_segments):        for j in range(height_segments):            quads.append(                quad(plane, (i * w_x + u, j * h_y + v), w_x, h_y, depth))    return np.array(quads)def cube(plane=None,         origin=None,         width=1,         height=1,         depth=1,         width_segments=1,         height_segments=1,         depth_segments=1):    plane = (('+x', '-x', '+y', '-y', '+z', '-z')             if plane is None else             [p.lower() for p in plane])    u, v, w = (0, 0, 0) if origin is None else origin    w_s, h_s, d_s = width_segments, height_segments, depth_segments    grids = []    if '-z' in plane:        grids.extend(grid('xy', (u, w), width, depth, v, w_s, d_s))    if '+z' in plane:        grids.extend(grid('xy', (u, w), width, depth, v + height, w_s, d_s))    if '-y' in plane:        grids.extend(grid('xz', (u, v), width, height, w, w_s, h_s))    if '+y' in plane:        grids.extend(grid('xz', (u, v), width, height, w + depth, w_s, h_s))    if '-x' in plane:        grids.extend(grid('yz', (w, v), depth, height, u, d_s, h_s))    if '+x' in plane:        grids.extend(grid('yz', (w, v), depth, height, u + width, d_s, h_s))    return np.array(grids)canvas = figure()axes = Axes3D(canvas)quads = cube(width_segments=4, height_segments=4, depth_segments=4)# You can replace the following line by whatever suits you. Here, we compute# each quad colour by averaging its vertices positions.RGB = np.average(quads, axis=-2)# Setting +xz and -xz plane faces to black.RGB[RGB[..., 1] == 0] = 0RGB[RGB[..., 1] == 1] = 0# Adding an alpha value to the colour array.RGBA = np.hstack((RGB, np.full((RGB.shape[0], 1), .85)))collection = Poly3DCollection(quads)collection.set_color(RGBA)axes.add_collection3d(collection)show()

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